Character Actions in Free-Style PlayConcepts
A. Traits
B. Task Resolution
C. Skills
D. Wounds
E. Combat
F. Quick & Dirty
G. Magic
H. Ignobles
I. Advancement
J. Missions
K. Encounters
L. Digressions
C. Skill System
All characters will acquire a list of skills that support their play. These will be special abilities
(like Traits) that the character understands. If a character lacks a skill he is not prevented from
trying certain actions; however, he makes his attempt at a higher Degree in Task Resolution than a
character with the skill. Everything a character may do could be described as a skill (or talent),
and the player could gain proficiency in these abilities. But keeping to the free-style and free
action spirit, the skills should remain vague and be infused into play on a variety of tasks. A skill
like 'Sit Still' for instance is not just something that allows someone to sit still. The words
associated with the skill become important. A player could decide with the referee that his skill
allows him greater patience or an ability to rest without sleeping (a trace).
Enhancements and extensions of the skill properties are true to the story nature of play. As the
action of the adventure unfolds, the players use their skills in novel ways to develop the plot
and generate the free-style story-telling. These rules do not give long lists of weapons and
equipment; ours are not "gun-games." You won’t find skills like Sword, Bola, Crossbow, Tri-Bar
Pole-Hammer, etc. The skills like Traits are descriptions, groupings or catch-phrases. Instead of
sword, the player uses his Warrior’s Sidearm when he attacks. A skill like sword is not colorful,
but how someone uses a sword (as a skill like Warrior’s Sidearm implies) is the stuff of free-style
story-telling. But also warrior's sidearm can be used broadly to imply the character's ability to
judge a good weapon, keep his arms ready and sharpened, or even use a variety of weapons on the
attack. Again the skill is not a weapon proficiency, the skill is a combat ability and much more.
If a person wields an ax, a dagger, a mace, or even a tri-bar pole-hammer, he does so to wound. By
the game mechanics that is what the skill Warrior’s Sidearm also does; it causes a wound. A greater
wound might be created with a skill Hero’s Great Weapon or Leveraged Attack. But those also imply
extra actions and bonus abilities.
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